I am good for either the step advancement or regular, however, I want to mention this: Whatever Patcher has promised or introduced in the game is, as far as I'm concerned, not your responsibility to uphold Flykiller. This is your game now, and while the players (obviously) have some say, you have the final say as our DM.

My preferred method is HD/2+1 (PFS rule).
Oh and Ferrucio, for some reason I still can't see your character sheet, only the first line is visible :( IE9 glitch, perhaps, or maybe the BBCode export doesn't mesh well with the spoiler tag.

I think favored class bonus wouldn't apply until you have all the steps. Much like feats or stat bumps.

I figured it was either that or the +1 hit point bonus counted as part of Option A, the +1 skill point bonus counted as part of Option C, and the other varied bonuses (e.g. +1 spell known for a human wizard) count as part of Option D.

So do bonus feats (e.g. a wizard at level 5) count as part of Option D or part of the feats/stat bumps bit?

I think favored class bonus wouldn't apply until you have all the steps. Much like feats or stat bumps.

I figured it was either that or the +1 hit point bonus counted as part of Option A, the +1 skill point bonus counted as part of Option C, and the other varied bonuses (e.g. +1 spell known for a human wizard) count as part of Option D.

So do bonus feats (e.g. a wizard at level 5) count as part of Option D or part of the feats/stat bumps bit?

Much better with the sheet now Ferrucio, thanks! And yes, the HD/2 +1 just replaces the roll, and you add (subtract ;) ) the CON modifier after that.
Incidentally, what is your familiar? I must have missed it somewhere.
I'd say weapon and armor proficiencies should go with step A, and skill point count and class skill list should go with step C.

I had a similar issue in a former campaign (also Patcher-run and similarly ended when he vanished) where my Barbarian was going to go rage prophet -- a 'stepped' progression into a new class doesn't end up making a lot of sense. (eg - When does the curse start?)

Yes, the system seems better suited for single-class characters. Still, with some common sense it can be adapted (in your case, I'd say the curse should go with step D, under spells and special powers). The saving throw bonus seems to be the most boring step, perhaps it would be better to combine it with the skills.

Hey, do we have time to gather any supplies before the ambush? Despite his claim that he'll choose non-lethal spells for today, Ferrucio simply doesn't have any. But he does have enough gold to go grab a scroll of sleep (for example) and then if we have an hour for him to write it into his spellbook, he can cast it instead of something more permanent...

Speaking of Ferrucio's spells, I realised I can't actually memorise detect magic as it's no longer in my spellbook, since I changed my opposition school from transmutation to divination. I will update Ferrucio's spells memorised when we have sorted out what we're doing on the ambush. Grease and sleep sound like good options on the surface; we'll see what the plan looks like first.

You essentially have all day before the ambush. If we were to track time, it's roughly 9am now and you have to set off around 4-5pm. For simplicity's sake, you are allowed any preparation that takes 8 hours or 'a day' (as opposed to 24 hours). So casters can change their prepared spells, but cannot e.g. go shopping or investigating during that time (not that it is necessary).

Dario knows both Grease and Sleep, but since he doesn't have Scribe Scroll, I don't think that helps Ferrucio learn them. If we can hit them with a couple of Sleep spells right off the bat, that'll really cut down the number of enemies we have to deal with.

As he speaks, Dracius listens and watches, He is merely saying what she wants to hear, mouthing as platitudes what should be truths... there is no beauty in his words... And look, now, how he now holds her gaze, making it clear that his words were intended for her alone, and to win her favour

After Ferrucio finally looks away from her, Dracius looks up at her once more, flashing her a look of concern.

Heh! Harsh...but mostly fair. ; ) For some OOC clarity, though--and to give you some additional information from your Sense Motive check--Ferrucio isn't trying to win her favour so much as ensure she's along for the ride. Ferrucio is strongly focused on outcomes and logic. He figured that trying to convince Illithia to go against what was likely years of ingrained training was less likely to succeed than an appeal to the other Children (and PCs, I suppose) to exercise restraint. I think we're all proficient with saps. : )

While he wouldn't have elected to use nonlethal force on his own, Ferrucio genuinely believes this is the best option--not because killing the armigers would limit the beauty they might otherwise bring to the world, but because unless they have Illithia committed to the endeavour, it's not likely to succeed.

You also have two hand crossbows, a masterwork dagger, and a potion of CLW from the sewers. (I don't remember if there was anything we found before DM Patcher left, I think not). Let me know how you wish to distribute them and if anyone goes to sell the extra loot. Or you can store it in the safe house for now, if you like.

Bishop can craft up to 100 doses of black powder, but must pay 1 gp for each dose in materials. At least 10 doses will be required for the desired effect. Each 10 doses will increase the duration of the smoke screen by 1 round. If you need to go shopping for the materials, you will have to prepare the powder in a hurry and it will have a chance of misfiring when ignited. It is also contingent on having dry weather at the time ;) It is usually dry in this time of the year, but the weather forecasts are not broadcast, so you can't know for sure without casting the appropriate spells yourself.

Well I spent a lot of my starting gold on ammo and black powder, so I can just use what I have on hand. It just means less shooting until I have time to make more properly. So I'm thinking 20 doses which means 2 rounds of smoke should be sufficient. I'm thinking that the potion should go to one of the people who can't heal themselves.(which coincidentally are Ferrucio and myself) I say we sell off the rest unless someone wants it.

The masterwork dagger and three other daggers, two hand crossbows, and a locked chest (which I don't believe has been opened yet) from this post.

A light crossbow, quiver with 10 bolts, longsword, and potion of cure light wounds from this post.

Of all that stuff, Ferrucio would like to have 2-3 potions of cure light wounds and the crossbow bolts, if they're free (the people who risked their lives for them should have first go). Plus presumably some of the potions from the first haul are with Roman and Circe, wherever they've got to.

Sorry, I suppose I didn't make it clear enough - the locked chest was bolted to the floor and you couldn't bring it with you. But there were also 12 gp in that room, to compensate for it :)
I didn't count the 3 other daggers because their value is so small.
Also I forgot about the first bunch of potions, but technically, 6 of them should be gone with Roman and Circe. This leaves 10 potions total left.

On the topic of Ferrucio's spellbook, I have found a couple of spells that were originally in it that shouldn't have been there, such as infernal healing (only available to worshippers of Asmodeus) and detect magic (unavailable because Divination is an opposition school).

I have rejigged his spellbook and added its contents to the alias page.

I was thinking of taking the Warrior of the Holy Light paladin archetype, but first I wanted approval from DM Flykiller, and also, what the party thinks of that choice. In essence, I trade my spellcasting ability for... similar abilities, except they are auras instead of spells.

I feel this works thematically for Illithia, because instead of it being pure white light, the aura would be similar to a rainbow shimmering around her, and might even be accompanied by music.

The main disadvantage of the archetype is the loss of the ability to cast. WHile this wouldn't be a huge blow, it also takes away the caster level and the ability to use completion items.

I like the paladin spell list too much to ever consider giving up spellcasting. The auras are good, but I think having spells would be better. And since we're on the subject of archetypes, I really like Sacred Servant.